Fallout: Equestria meets tabletop roleplaying. The weekly adventures of Dragon Mawlers Inc, a ragtag bunch of wastelanders questing for loot in the frontier region of Dragon's Maw.
What lies in the future of the Dragon's Maw and its ponies? Thanks for listening!
The Executive has made his move to steal the greatest draconic power source in the world. Can the Mawlers stop him?
How far does a dragon go to avenge their entire species?
A non-stop brawl with four legendary raiders from the distant past!
One final dracolich's base of operations. But the Mawlers weren't the first to get there.
The Mawlers need to figure out their next move. Then they prepare for that next move, say goodbyes, etc.
The Cult is in retreat, and a newly revived dragon shares the details of the dracoliches' grand scheme.
A dracolich is ended, and another new dragon is born.
The lives of two dragons are on the line: One that hasn't been hatched yet, and one that's been dead for over two centuries.
The Dragon Mawlers' prospects are shrinking fast! But they might be able to bargain and sneak their way out of it, if they choose to make some sacrifices.
A war is on, but there's yet more room for absurdity and shenanigans before this adventure in the Maw is through.
The forces on the Mawlers' side meet up in Skyfall to team up, coordinate their forces, and finally form a plan of attack for taking on the sixth dracolich.
And now, the thrilling conclusion to the latest skirmish between the old world and the new.
On two different airships, multiple attempts at breaking the stalemate in the skies are set into motion.
With a strange companion in tow, the duo finds out the mystery of Greenfield, then heads back to report it.
Skyfall's ready to fly! Let's hope there aren't any complications on the way up...
The duo travels south from Greenfield on a sidequest, running into some kooky characters on the way.
There are a few last-minute preparations to deal with, including a prolonged interaction with some of the prisoners in Skyfall's brig.
A couple of days after the Curse of Cinders incident, the ponies of Skyfall continue to get ready for war.
Manehattan is burning up. It's up to the Mawlers to find out why, once and for all. This is the finale for Mawlers Take Manehattan!
Previously, very previously, outside of Dragon's Maw... A future dynamic duo meets up for the first time. And almost blow up in the process.
The kids are on the trail of a kidnapping! But there's more to this case than meets the eye. A lot more.
The Crystal Games are coming! Whee! But this little slice of life is interrupted by some real intrigue...
Lapis-Lazily runs the show as the class is taken on a grand adventure through... VR gaming?
Shenanigans continue as everyone tries to get the kids and adults back to normal.
Magical shenanigans occur at a classmate's party.
The class trip to the Manehattan City Zoo ends in a dangerously unregulated jackalope hunt!
Field trip! The class and their chaperones head to the Manehattan City Zoo!
Aurelia tries raising money through a lemonade stand on a hot day. She fails at first, but her classmates come by to help.
Dr. Javolt and his TV crew clashes with Powder Keg's demolition company, with a few potential child stars caught in the middle.
In Manehattan, kids and adults reluctantly come together for the dreaded Career Day at the local public school.
The party comes back together to get a cloudship back in the air and maybe stop a spellplague along the way.
Firelight and Dr. Tibbs discover a new threat to the citizens of Skyfall.
Now that they've scavenged the rest of the parts, Flotsam and Dr. Javolt see what needs to be done to repair the fallen city of Skyfall.
Xencarn and Tempered Steel attempt to do the impossible: Convince a pack of hellhounds to become allies.
Having learned that trouble is on the horizon, the party takes stock of everything in the Maw and decides what to do next.
With Stable 998 behind them, the Mawlers say farewell to some friends, say hello to new allies, and head back to Ribcage for a good night's rest.
In the aftermath of the defense of Stable 998, Chica the changeling and Xencarn have a private discussion and come to an important decision.
There's a problem: The location of Stable 998 is now common knowledge. And the nearby townsfolk want to loot it.
The time comes to end the Machine Curse once and for all. But even when it's over, there are new problems to consider.
The Dragon Mawlers find a secret Stable deep within the Maw, a relic from before the war. Why is it here, how is it related to the dragons, and what will the Mawlers find inside?
The Mawlers follow the trail of the Cult of Tiamat, a mysterious power source, and an army of mutated fire-breathing lizards.
The Mawlers' second morning in Ribcage starts out casually, but trouble looms on the horizon.
As Javolt starts to calm down, the rest of the party get to know the movers and shakers of Ribcage.
Dr. Javolt copes with loss the only way he knows how: Science! And getting on the rest of the party's nerves.
Amidst revelations about Dr. Javolt's past, the Mawlers travel to the openly hostile wasteland settlement of Ribcage. (It's also our one-year anniversary!)
The Dragon Mawlers' time in Apocalypse draws to a close. All that's left is to tie up a few loose ends.
The Four Horses Gang finally convenes in the center of Apocalypse, but a last-minute twist threatens to topple everything the Dragon Mawlers have worked towards.
During the party in Apocalypse, while Xencarn deals with the raider known as Scales, Dr. Tibbs and Flotsam speak to Locust, the other Famine raider of interest.
There's a party in Apocalypse! While Powder Keg distracts Famine with random activities, the rest of the gang do what they can to get intel and undermine Famine's web of secrecy.
After fighting off a hangover and exploring more of the camp, the Mawlers discuss with the new leader of the War gang, Conquest.